painbrush
1.0.21.1.0
dist/src/layer/transform.js−
dist/src/layer/transform.jsDeleted−140
Index: package/dist/src/layer/transform.js
===================================================================
--- package/dist/src/layer/transform.js
+++ package/dist/src/layer/transform.js
@@ -1,140 +0,0 @@
-import { getPixelXYCoords, getPixelColor, getPixelFromSingleChannelLayer, COORDS_ZERO, getPixelIndexFromCoords, } from "../pixel.js";
-import { makeBlankLayer, makeRectangleLayer, } from "./make-rectangle.js";
-import { blendColor, COLOR_ALPHA, COLOR_BLACK, } from "../color/utils.js";
-import { solidFillBrush, alphaBrush, } from "../color/brush.js";
-/**
- * Applies what i think is a nearest-neighbor transform to the layer. only integer transforms _really_ work for precise results but you can get some cool effects with floats
- * */
-export const scaleLayer = (source, { x: scaleX, y: scaleY }) => {
- return makeRectangleLayer({
- x: ~~(source.width * scaleX),
- y: ~~(source.height * scaleY),
- }, (index, meta) => {
- const coords = getPixelXYCoords(index, meta);
- const maybeTargetPixel = getPixelColor({ x: ~~(coords.x / scaleX), y: ~~(coords.y / scaleY) }, source);
- return maybeTargetPixel ?? COLOR_ALPHA;
- });
-};
-export const paintLayer = (layer, painter) => {
- const data = [];
- for (let index = 0; index < layer.width * layer.height * 3; index = index + 3) {
- const coords = getPixelXYCoords(index, layer);
- const sourcePixelColor = getPixelColor(coords, layer);
- const newColor = painter(sourcePixelColor)(index, layer);
- data.push(newColor[0]);
- data.push(newColor[1]);
- data.push(newColor[2]);
- }
- return { ...layer, data };
-};
-/**
- * Helper for quickly spazzing out layouts, easier than manually
- * moving stuff
- */
-export const padLayer = (source, offset) => {
- const target = makeBlankLayer({
- x: source.width + offset.x * 2,
- y: source.height + offset.y * 2,
- });
- punchLayerOver(target, source, {
- offset,
- });
- return target;
-};
-/**
- * Turns a 4 bit layer into a 3 bit layer.
- * */
-export const deflateLayer = (layer) => {
- let data = [];
- for (let i = 0; i < [...layer.data].length; i += 4) {
- if (layer.data[i + 3] === 0) {
- data.push(...COLOR_ALPHA);
- continue;
- }
- data.push(layer.data[i]);
- data.push(layer.data[i + 1]);
- data.push(layer.data[i + 2]);
- }
- const { isFourChannel, ...otherLayerStuff } = layer;
- return {
- ...otherLayerStuff,
- data,
- };
-};
-/**
- * Turns a 1 bit layer into a 3 bit layer.
- *
- * Note!!! 1 bit layers are only really supported for fonts bc its a pain to reason about both at once
- * */
-export const inflateLayer = (layer, fgBrush = solidFillBrush(COLOR_BLACK), bgBrush = alphaBrush()) => {
- return makeRectangleLayer({ x: Math.floor(layer.width), y: Math.floor(layer.height) }, (index, meta) => {
- const coords = getPixelXYCoords(index, meta);
- const maybeTargetPixel = getPixelFromSingleChannelLayer(coords, layer);
- return maybeTargetPixel
- ? fgBrush(index, meta)
- : bgBrush(index, meta);
- });
-};
-/*
-Faster but destructive. No blend modes, no checks, super useful if painting over canvases tho. overrides source.
-*/
-export const punchLayerOver = (source, target, { offset = COORDS_ZERO } = {}) => {
- const data = source.data;
- for (let index = 0; index < target.width * target.height * 3; index = index + 3) {
- const coords = getPixelXYCoords(index, target);
- const targetPixelColor = getPixelColor(coords, target);
- const sourcePixelIndex = getPixelIndexFromCoords({
- x: coords.x + offset.x,
- y: coords.y + offset.y,
- }, source);
- data[sourcePixelIndex] = targetPixelColor[0];
- data[sourcePixelIndex + 1] = targetPixelColor[1];
- data[sourcePixelIndex + 2] = targetPixelColor[2];
- }
-};
-/*
-Overlay a layer over another, apply an offset and maybe eventually a blend mode??
-*/
-export const overlayLayerOver = (source, target, { offset = COORDS_ZERO } = {}) => {
- const data = [...source.data];
- for (let index = 0; index < target.width * target.height * 3; index = index + 3) {
- const coords = getPixelXYCoords(index, target);
- const coordsAtSource = {
- x: coords.x + offset.x,
- y: coords.y + offset.y,
- };
- const targetPixelColor = getPixelColor(coords, target);
- const sourcePixelColor = getPixelColor(coordsAtSource, source);
- if (sourcePixelColor === null) {
- continue;
- }
- const sourcePixelIndex = getPixelIndexFromCoords(coordsAtSource, source);
- const newColor = blendColor(targetPixelColor, sourcePixelColor);
- data[sourcePixelIndex] = newColor[0];
- data[sourcePixelIndex + 1] = newColor[1];
- data[sourcePixelIndex + 2] = newColor[2];
- }
- return { ...source, data };
-};
-/**
- * Join a bunch of layers.
- * Note that this is reversed (front to back) so it matches how most layers work in software. its confusing if you think about it but makes sense if you do
- */
-export const overlayLayersOver = (...args) => {
- const flippedArgs = args.reverse();
- let first = flippedArgs.shift();
- if (first == null) {
- console.warn("You tried to overlay 0 layers wtf");
- return makeBlankLayer(COORDS_ZERO);
- }
- let [canvas, canvasParams] = first;
- if (canvasParams != null) {
- console.warn("Your initial canvas had layer transform parameters." +
- "\n" +
- "If you want to do that, place that layer it on top of a blank non-transformed layer");
- }
- for (let arg of args) {
- canvas = overlayLayerOver(canvas, arg[0], arg[1]);
- }
- return canvas;
-};